weapon_level_effect = {

	if = {
		limit = {
			NOT = {intrigue = 60}
			trait = stealth_assassin
			NOT = {
				holy_order = yes
				mercenary = yes
			}
		}
		change_intrigue = 1
		break = yes
	}
	
	if = {
		limit = {
			intrigue = 60
			trait = stealth_assassin
			NOT = {
				holy_order = yes
				mercenary = yes
			}
		}
		prestige = 250
		break = yes
	}
						
	if = {
		limit = {
			NOT = {martial = 60}
			trait = duel_legend
			NOT = {
				holy_order = yes
				mercenary = yes
			}
		}
		change_martial = 1
		break = yes
	}
	
	if = {
		limit = {
			martial = 60
			trait = duel_legend
			NOT = {
				holy_order = yes
				mercenary = yes
			}
		}
		prestige = 250
		break = yes
	}			
	
	if = {
		limit = {
			NOT = {trait = stealth_assassin}
			OR = {
				trait = longbow5
				trait = archery5
				trait = mongol_bow5
				trait = dagger5
				
			}
			NOT = {
				holy_order = yes
				mercenary = yes
			}
		}
		add_trait = stealth_assassin
		break = yes
	}
	
	if = {
		limit = {
			NOT = {trait = duel_legend}
			NOT = {
				holy_order = yes
				mercenary = yes
			}
			OR = {
				trait = swordsman5
				trait = axe5
				trait = spear5
				trait = mace5
				trait = ulfberht5
				trait = kontos5
				trait = scimitar5
				trait = fokos5
				trait = bulawa5
			}
		}
		add_trait = duel_legend
		hidden_tooltip = {
			if = {
				limit = {
					has_nickname = no
				}
				random_list = {
					10 = {
						modifier = {
							factor = 0
							NOT = {religion_group = pagan_group}
						}
						give_nickname = nick_the_fanged
					}
					10 = {
						modifier = {
							factor = 0
							NOT = {
								AND = {
									religion_group = christian
									NOT = {dynasty = none}
									is_feudal = yes
								}
							}
						}
						give_nickname = nick_the_golden_knight
					}
					10 = {
						modifier = {
							factor = 0
							NOT = {
								OR = {
									religion_group = indian_group
									culture = mongol
								}
							}
						}
						give_nickname = the_tiger
					}
					10 = {
						give_nickname = the_mountain
					}
					10 = {
						modifier = {
							factor = 0
							NOT = {
								OR = {
									trait = cruel
									trait = wroth
								}
							}
						}
						give_nickname = the_widow_maker
					}
					10 = {
						modifier = {
							factor = 0
							NOT = {
								OR = {
									trait = lunatic
									trait = possessed
								}
							}
						}
						give_nickname = the_reaper
					}
					10 = {
						give_nickname = nick_the_immortal
					}
					10 = {
						give_nickname = nick_the_soul_eater
					}
					10 = {
						modifier = {
							factor = 0
							NOT = {
								OR = {
									trait = cruel
									trait = impaler
								}
							}
						}
						give_nickname = nick_the_butcher
					}
					10 = {
						give_nickname = nick_the_legendary_warrior
					}
				}
			}
		}
		break = yes
	}
	
	if = {
		limit = {
			trait = bulawa4
		}
		remove_trait = bulawa4
		add_trait = bulawa5
		break = yes
	}
	if = {
		limit = {
			trait = bulawa3
		}
		remove_trait = bulawa3
		add_trait = bulawa4
		break = yes
	}
	if = {
		limit = {
			trait = bulawa2
		}
		remove_trait = bulawa2
		add_trait = bulawa3
		break = yes
	}
	
	if = {
		limit = {
			trait = bulawa1
		}
		remove_trait = bulawa1
		add_trait = bulawa2
		break = yes
	}
	

	if = {
		limit = {
			trait = dagger4
		}
		remove_trait = dagger4
		add_trait = dagger5
		break = yes
	}
	if = {
		limit = {
			trait = dagger3
		}
		remove_trait = dagger3
		add_trait = dagger4
		break = yes
	}
	if = {
		limit = {
			trait = dagger2
		}
		remove_trait = dagger2
		add_trait = dagger3
		break = yes
	}
	if = {
		limit = {
			trait = dagger1
		}
		remove_trait = dagger1
		add_trait = dagger2
		break = yes
	}


	
	if = {
		limit = {
			trait = archery4
		}
		remove_trait = archery4
		add_trait = archery5
		break = yes
	}
	if = {
		limit = {
			trait = archery3
		}
		remove_trait = archery3
		add_trait = archery4
		break = yes
	}
	if = {
		limit = {
			trait = archery2
		}
		remove_trait = archery2
		add_trait = archery3
		break = yes
	}
	
	if = {
		limit = {
			trait = archery1
		}
		remove_trait = archery1
		add_trait = archery2
		break = yes
	}
	if = {
		limit = {
			trait = longbow4
		}
		remove_trait = longbow4
		add_trait = longbow5
		break = yes
	}
	if = {
		limit = {
			trait = longbow3
		}
		remove_trait = longbow3
		add_trait = longbow4
		break = yes
	}
	if = {
		limit = {
			trait = longbow2
		}
		remove_trait = longbow2
		add_trait = longbow3
		break = yes
	}
	
	if = {
		limit = {
			trait = longbow1
		}
		remove_trait = longbow1
		add_trait = longbow2
		break = yes
	}
	if = {
		limit = {
			trait = mongol_bow4
		}
		remove_trait = mongol_bow4
		add_trait = mongol_bow5
		break = yes
	}
	if = {
		limit = {
			trait = mongol_bow3
		}
		remove_trait = mongol_bow3
		add_trait = mongol_bow4
		break = yes
	}
	if = {
		limit = {
			trait = mongol_bow2
		}
		remove_trait = mongol_bow2
		add_trait = mongol_bow3
		break = yes
	}
	
	if = {
		limit = {
			trait = mongol_bow1
		}
		remove_trait = mongol_bow1
		add_trait = mongol_bow2
		break = yes
	}

	if = {
		limit = {
			trait = swordsman4
		}
		remove_trait = swordsman4
		add_trait = swordsman5
		break = yes
	}
	if = {
		limit = {
			trait = swordsman3
		}
		remove_trait = swordsman3
		add_trait = swordsman4
		break = yes
	}
	if = {
		limit = {
			trait = swordsman2
		}
		remove_trait = swordsman2
		add_trait = swordsman3
		break = yes
	}
	
	if = {
		limit = {
			trait = swordsman1
		}
		remove_trait = swordsman1
		add_trait = swordsman2
		break = yes
	}
	if = {
		limit = {
			trait = spear4
		}
		remove_trait = spear4
		add_trait = spear5
		break = yes
	}
	if = {
		limit = {
			trait = spear3
		}
		remove_trait = spear3
		add_trait = spear4
		break = yes
	}
	if = {
		limit = {
			trait = spear2
		}
		remove_trait = spear2
		add_trait = spear3
		break = yes
	}
	
	if = {
		limit = {
			trait = spear1
		}
		remove_trait = spear1
		add_trait = spear2
		break = yes
	}
	if = {
		limit = {
			trait = axe4
		}
		remove_trait = axe4
		add_trait = axe5
		break = yes
	}
	if = {
		limit = {
			trait = axe3
		}
		remove_trait = axe3
		add_trait = axe4
		break = yes
	}
	if = {
		limit = {
			trait = axe2
		}
		remove_trait = axe2
		add_trait = axe3
		break = yes
	}
	
	if = {
		limit = {
			trait = axe1
		}
		remove_trait = axe1
		add_trait = axe2
		break = yes
	}
	if = {
		limit = {
			trait = fokos4
		}
		remove_trait = fokos4
		add_trait = fokos5
		break = yes
	}
	if = {
		limit = {
			trait = fokos3
		}
		remove_trait = fokos3
		add_trait = fokos4
		break = yes
	}
	if = {
		limit = {
			trait = fokos2
		}
		remove_trait = fokos2
		add_trait = fokos3
		break = yes
	}
	
	if = {
		limit = {
			trait = fokos1
		}
		remove_trait = fokos1
		add_trait = fokos2
		break = yes
	}
	if = {
		limit = {
			trait = mace4
		}
		remove_trait = mace4
		add_trait = mace5
		break = yes
	}
	if = {
		limit = {
			trait = mace3
		}
		remove_trait = mace3
		add_trait = mace4
		break = yes
	}
	if = {
		limit = {
			trait = mace2
		}
		remove_trait = mace2
		add_trait = mace3
		break = yes
	}
	
	if = {
		limit = {
			trait = mace1
		}
		remove_trait = mace1
		add_trait = mace2
		break = yes
	}
	
	if = {
		limit = {
			trait = ulfberht4
		}
		remove_trait = ulfberht4
		add_trait = ulfberht5
		break = yes
	}
	if = {
		limit = {
			trait = ulfberht3
		}
		remove_trait = ulfberht3
		add_trait = ulfberht4
		break = yes
	}
	if = {
		limit = {
			trait = ulfberht2
		}
		remove_trait = ulfberht2
		add_trait = ulfberht3
		break = yes
	}
	
	if = {
		limit = {
			trait = ulfberht1
		}
		remove_trait = ulfberht1
		add_trait = ulfberht2
		break = yes
	}
	

	if = {
		limit = {
			trait = kontos4
		}
		remove_trait = kontos4
		add_trait = kontos5
		if = {
			limit = {has_nickname = no}
			give_nickname = nick_the_cataphract
		}
		break = yes
	}
	if = {
		limit = {
			trait = kontos3
		}
		remove_trait = kontos3
		add_trait = kontos4
		break = yes
	}
	if = {
		limit = {
			trait = kontos2
		}
		remove_trait = kontos2
		add_trait = kontos3
		break = yes
	}
	
	if = {
		limit = {
			trait = kontos1
		}
		remove_trait = kontos1
		add_trait = kontos2
		break = yes
	}
	
	if = {
		limit = {
			trait = scimitar4
		}
		remove_trait = scimitar4
		add_trait = scimitar5
		break = yes
	}
	if = {
		limit = {
			trait = scimitar3
		}
		remove_trait = scimitar3
		add_trait = scimitar4
		break = yes
	}
	if = {
		limit = {
			trait = scimitar2
		}
		remove_trait = scimitar2
		add_trait = scimitar3
		break = yes
	}
	
	if = {
		limit = {
			trait = scimitar1
		}
		remove_trait = scimitar1
		add_trait = scimitar2
		break = yes
	}
	
	#Add Random Weapon
	
	if = {
		limit = {
			NOT = {has_character_flag = wpn}
		}
		
		set_character_flag = wpn
		
		random_list = {
			40 = {
				modifier = {
					factor = 0.25
					OR = {
						culture_group = altaic
						culture_group = iranian
						culture = welsh
						culture = english
					}
				}
				add_trait = spear1
			}
			30 = {
				if = {
					limit = {
						OR = {
							culture_group = altaic
							culture_group = iranian
							culture_group = arabic
							culture_group = east_african
						}
					}
					add_trait = scimitar1
				}
				if = {
					limit = {
						NOT = {
							culture_group = altaic
							culture_group = iranian
							culture_group = arabic
							culture_group = east_african
						}
					}
					add_trait = swordsman1
				}
			}
			10 = {
				add_trait = mace1
			}
			10 = {
				modifier = {
					factor = 5
					OR = {
						culture = hungarian
						culture = bolghar
						culture = alan
					}
				}
				if = {
					limit = {
						NOT = {
							culture = hungarian
							culture = bolghar
							culture = alan
						}
					}
					add_trait = axe1
				}
				if = {
					limit = {
						OR = {
							culture = hungarian
							culture = bolghar
							culture = alan
						}
					}
					add_trait = fokos1
				}
				
			}
			
		}
		
	}
		
}


melee_level_effect = {
	if = {
		limit = {
			OR = {
				trait = swordsman5
				trait = axe5
				trait = spear5
				trait = mace5
				trait = ulfberht5
				trait = kontos5
				trait = scimitar5
				trait = fokos5
			}
		}
		add_trait = duel_legend
		hidden_tooltip = {
			if = {
				limit = {
					has_nickname = no
				}
				random_list = {
					10 = {
						modifier = {
							factor = 0
							NOT = {religion_group = pagan_group}
						}
						give_nickname = nick_the_fanged
					}
					10 = {
						modifier = {
							factor = 0
							NOT = {
								AND = {
									religion_group = christian
									NOT = {dynasty = none}
									is_feudal = yes
								}
							}
						}
						give_nickname = nick_the_golden_knight
					}
					10 = {
						modifier = {
							factor = 0
							NOT = {
								OR = {
									religion_group = indian_group
									culture = mongol
								}
							}
						}
						give_nickname = the_tiger
					}
					10 = {
						give_nickname = the_mountain
					}
					10 = {
						give_nickname = nick_the_legendary_warrior
					}
				}
			}
		}
		break = yes
	}
		
	
	if = {
		limit = {
			trait = dagger5
		}
		add_trait = stealth_assassin
		break = yes
	}
	if = {
		limit = {
			trait = dagger4
		}
		remove_trait = dagger4
		add_trait = dagger5
		break = yes
	}
	if = {
		limit = {
			trait = dagger3
		}
		remove_trait = dagger3
		add_trait = dagger4
		break = yes
	}
	if = {
		limit = {
			trait = dagger2
		}
		remove_trait = dagger2
		add_trait = dagger3
		break = yes
	}
	if = {
		limit = {
			trait = dagger1
		}
		remove_trait = dagger1
		add_trait = dagger2
		break = yes
	}

	if = {
		limit = {
			trait = swordsman4
		}
		remove_trait = swordsman4
		add_trait = swordsman5
		break = yes
	}
	if = {
		limit = {
			trait = swordsman3
		}
		remove_trait = swordsman3
		add_trait = swordsman4
		break = yes
	}
	if = {
		limit = {
			trait = swordsman2
		}
		remove_trait = swordsman2
		add_trait = swordsman3
		break = yes
	}
	
	if = {
		limit = {
			trait = swordsman1
		}
		remove_trait = swordsman1
		add_trait = swordsman2
		break = yes
	}
	if = {
		limit = {
			trait = spear4
		}
		remove_trait = spear4
		add_trait = spear5
		break = yes
	}
	if = {
		limit = {
			trait = spear3
		}
		remove_trait = spear3
		add_trait = spear4
		break = yes
	}
	if = {
		limit = {
			trait = spear2
		}
		remove_trait = spear2
		add_trait = spear3
		break = yes
	}
	
	if = {
		limit = {
			trait = spear1
		}
		remove_trait = spear1
		add_trait = spear2
		break = yes
	}
	if = {
		limit = {
			trait = axe4
		}
		remove_trait = axe4
		add_trait = axe5
		break = yes
	}
	if = {
		limit = {
			trait = axe3
		}
		remove_trait = axe3
		add_trait = axe4
		break = yes
	}
	if = {
		limit = {
			trait = axe2
		}
		remove_trait = axe2
		add_trait = axe3
		break = yes
	}
	
	if = {
		limit = {
			trait = axe1
		}
		remove_trait = axe1
		add_trait = axe2
		break = yes
	}
	if = {
		limit = {
			trait = fokos4
		}
		remove_trait = fokos4
		add_trait = fokos5
		break = yes
	}
	if = {
		limit = {
			trait = fokos3
		}
		remove_trait = fokos3
		add_trait = fokos4
		break = yes
	}
	if = {
		limit = {
			trait = fokos2
		}
		remove_trait = fokos2
		add_trait = fokos3
		break = yes
	}
	
	if = {
		limit = {
			trait = fokos1
		}
		remove_trait = fokos1
		add_trait = fokos2
		break = yes
	}
	if = {
		limit = {
			trait = mace4
		}
		remove_trait = mace4
		add_trait = mace5
		break = yes
	}
	if = {
		limit = {
			trait = mace3
		}
		remove_trait = mace3
		add_trait = mace4
		break = yes
	}
	if = {
		limit = {
			trait = mace2
		}
		remove_trait = mace2
		add_trait = mace3
		break = yes
	}
	
	if = {
		limit = {
			trait = mace1
		}
		remove_trait = mace1
		add_trait = mace2
		break = yes
	}
	
	if = {
		limit = {
			trait = ulfberht4
		}
		remove_trait = ulfberht4
		add_trait = ulfberht5
		break = yes
	}
	if = {
		limit = {
			trait = ulfberht3
		}
		remove_trait = ulfberht3
		add_trait = ulfberht4
		break = yes
	}
	if = {
		limit = {
			trait = ulfberht2
		}
		remove_trait = ulfberht2
		add_trait = ulfberht3
		break = yes
	}
	
	if = {
		limit = {
			trait = ulfberht1
		}
		remove_trait = ulfberht1
		add_trait = ulfberht2
		break = yes
	}
	

	if = {
		limit = {
			trait = kontos4
		}
		remove_trait = kontos4
		add_trait = kontos5
		if = {
			limit = {has_nickname = no}
			give_nickname = nick_the_cataphract
		}
		break = yes
	}
	if = {
		limit = {
			trait = kontos3
		}
		remove_trait = kontos3
		add_trait = kontos4
		break = yes
	}
	if = {
		limit = {
			trait = kontos2
		}
		remove_trait = kontos2
		add_trait = kontos3
		break = yes
	}
	
	if = {
		limit = {
			trait = kontos1
		}
		remove_trait = kontos1
		add_trait = kontos2
		break = yes
	}
	
	if = {
		limit = {
			trait = scimitar4
		}
		remove_trait = scimitar4
		add_trait = scimitar5
		break = yes
	}
	if = {
		limit = {
			trait = scimitar3
		}
		remove_trait = scimitar3
		add_trait = scimitar4
		break = yes
	}
	if = {
		limit = {
			trait = scimitar2
		}
		remove_trait = scimitar2
		add_trait = scimitar3
		break = yes
	}
	
	if = {
		limit = {
			trait = scimitar1
		}
		remove_trait = scimitar1
		add_trait = scimitar2
		break = yes
	}
	
	#Add Random Weapon
	
	if = {
		limit = {
			NOT = {has_character_flag = wpn}
		}
		
		set_character_flag = wpn
		
		random_list = {
			
			35 = {
				if = {
					limit = {
						OR = {
							culture_group = altaic
							culture_group = iranian
							culture_group = arabic
							culture_group = east_african
						}
					}
					add_trait = scimitar1
				}
				if = {
					limit = {
						NOT = {
							culture_group = altaic
							culture_group = iranian
							culture_group = arabic
							culture_group = east_african
						}
					}
					add_trait = swordsman1
				}
			}
			35 = {
				modifier = {
					factor = 0.25
					OR = {
						culture_group = altaic
						culture_group = iranian
						culture = welsh
						culture = english
					}
				}
				add_trait = spear1
			}
			10 = {
				add_trait = mace1
			}
			10 = {
				modifier = {
					factor = 5
					OR = {
						culture = hungarian
						culture = bolghar
						culture = alan
					}
				}
				if = {
					limit = {
						NOT = {
							culture = hungarian
							culture = bolghar
							culture = alan
						}
					}
					add_trait = axe1
				}
				if = {
					limit = {
						OR = {
							culture = hungarian
							culture = bolghar
							culture = alan
						}
					}
					add_trait = fokos1
				}
				
			}
			
		}
		
	}
		
}